The Island Economy

The latest post on Uncaring Cosmos ruminates about how the “British Old School” style may have arisen out of the RPG scene in the UK being largely curated by Games Workshop – global distribution not having reached the point where the RPG culture in the Anglosphere has become more homogenised more recently. (It goes without saying, of course, that the development of RPGs in non-English speaking markets has tended to be based largely on who’s managed to make it big with licensed translations or homebrewed games; Die Schwarze Auge is, as I understand it, the biggest game in Germany because its designers moved first before D&D got a lock on the market, most Swedish RPGs of a certain vintage draw heavily on BRP because the original Drachar och Demoner was largely an unauthorised RuneQuest translation, and apparently in Japan Call of Cthulhu is absolutely huge, especially among women.)

I think there’s definitely something to the idea of local gatekeepers shaping local gaming scenes. It’s particularly interesting how Games Workshop, by virtue of being a) the primary importer of American RPGs into the UK and b) by far the largest specialist homegrown producer of RPGs got to have as much influence as it did as a gatekeeper. (Even D&D and Traveller got their start in the UK by being brought over by Games Workshop, after all.)

That said, I would argue that it wasn’t the sole gatekeeper, or necessarily even the largest – just the only one which was a specialist in RPGs and other hobby games. I’d say that the biggest companies dealing in RPGs in the UK in the 1980s would have actually been Puffin and Corgi and their various competitors – book publishers whose main bread and butter wasn’t in the RPG field, but who put out game material as a notable and profitable sideline. Puffin not only gave us Fighting Fantasy but also the original Maelstrom, whilst Corgi imported Tunnels & Trolls (and gave us those gorgeous Josh Kirby reimaginings of the various book covers) and produced Dragon Warriors.

Of course, all of that was in the context of the gamebook craze, with the full-blooded RPGs in question usually being associated with a gamebook line – Fighting Fantasy obviously had the gamebooks come first before the basic and Advanced RPG versions came out, Tunnels & Trolls began as an RPG before Flying Buffalo hit on the notion of combining Choose Your Own Adventure-style gamebooks with RPG mechanics, even Maelstrom needed to incorporate a self-contained solo adventure to slip onto Puffin’s schedule. (In this respect, I think Dragon Warriors was a bit of an outlier.) And the gamebook craze in the UK was driven by Fighting Fantasy, which Jackson and Livingstone openly admit was concocted as a gateway drug to RPGs in general. So arguably every substantial player in the market in the UK was dancing to Games Workshop’s tune – if you were jumping on the bandwagon, odds were you were trying to emulate the success of Games Workshop or Fighting Fantasy.

Come to think of it, I think Games Workshop must have established a virtual monopoly fairly early on in the British industry in terms of being a specialist RPG publisher (as opposed to a generalist publisher dipping their toes into RPGs), because whilst I am aware of some small press RPGs from the UK from this era, I can’t think of any more substantial UK companies putting out RPG material on a professional basis (as opposed to a small press hobbyist basis) aside from TSR’s short-lived UK branch until Games Workshop made the decision to cease publishing and importing RPGs.

I guess beforehand it made most sense, if you were a UK-based wannabe RPG designer, to submit material to White Dwarf and otherwise look to working with Games Workshop. Once they walked away to focus exclusively on their wargames and boardgames, most people interested in RPG design in the UK stopped submitting their stuff to White Dwarf and decided to develop their own IPs instead. Not only did you have the rise of Hogshead in the mid-1990s as a result of this, but a bit before that you had a range of new publishers arising in the UK, often associated with an idiosyncratic game line which felt like it a) took a bit of influence from Games Workshop’s grimdark stylings and b) could well have been devised as an “in-house” setting to use material which perhaps was developed for one of Games Workshop’s lines; I’m thinking specifically here of games like SLA Industries and Tales of Gargentihr.

Even then, Hogshead largely carried the publishing torch in the UK by itself for much of the 1990s; with international distribution networks being better-developed and the Hot New Thing in RPGs being the decidedly US-centric early versions of Vampire: the Masquerade and its siblings, perhaps that’s no surprise. It feels like only comparatively recently that there’s actually been multiple UK RPG publishers active at the same time of significant size, between Cubicle 7, Mongoose, Chronicle City and Modiphius (and Mongoose is looking poorly these days). I guess the reason that Hogshead never quite managed to exert the same level of scene-shaping cultural influence over the UK RPG community as Games Workshop did is because of precisely the globalisation factors that Uncaring Cosmos outlines.

Kickstopper: Is This The Way To Do It?

Arc Dream Publishing have a string of Kickstarters to their name. Perhaps their biggest and most successful relate to Delta Green, which Arc Dream has inherited the publication of (along with most other Pagan Publishing-related properties), and at some point I’ll put out some (probably quite epic-length) Kickstopper articles breaking those down in the future. But they’re big projects with lots of associated stretch goals and it’ll be a little while before all of those are wrapped up, and even longer before I’m able to read all of them.

A smaller project, however, which has completely wrapped up is their new release of Puppetland, a John Tynes project of past decades which remains an influential example of truly experimental RPG design.

Continue reading “Kickstopper: Is This The Way To Do It?”

Kickstopper: Alas, Wallis – A Story of Bad Memories, Bad Luck & Bad Blood (Part 1)

This is a Kickstopper article I took great care in writing, and had to think carefully about publishing. Ultimately, although I wasn’t satisfied with my experience with this Kickstarter, I did end up getting my money back – more than my money back, in fact – and I could just walk away from all of this. However, at the same time I also believe there is a strong public interest component in laying out this information. I’m not, at the end of the day, setting out anything which isn’t to a large extent a matter of public record, or which hasn’t already been disclosed to a sufficiently great number of project backers so as to dissolve any expectation of confidentiality – but the story has unfolded sufficiently long and slow that I think there is value in gathering the facts together and presenting them like this.

This article is necessarily going to involve a great deal of criticism of the actions of the initiator of the Alas Vegas Kickstarter project, James Wallis. Whenever people complain about the outcome of a Kickstarter they’re very quick to cry “scam” or “fraud”, but I don’t want to do that, not just because I have no evidence that it is the case but because all the evidence I have available to me suggests the opposite. On the basis of all of my interactions and research into this situation, I genuinely do not believe that James set out to cheat or defraud anyone, nor do I think anyone has been deliberately defrauded in the process of this Kickstarter. I believe that his intention was to do exactly what he said he was going to do and to meet all of his promises.

The fact remains, however, that it has taken him extraordinarily long to do some of the things he said he was going to do, some of those things remain still not done even years after the fact, and promises and commitments he made to his backers have undeniably been broken. When Wallis has been active or communicative on this project, the results have often been counterproductive, and he has had an astonishing tendency to go quiet just when it was time to say something, and fail to perform actions which would have greatly calmed the situation and were well within his power to undertake. In fact, I think it’s a matter of general interest how someone who began a project with essentially good intentions, a reasonable plan for completion, and the core creative task for the project already largely completed could ultimately end up alienating a great many of their backers through their actions, communications, inaction, and lack of communication.

Moreover, it’s also a case study of someone for whom Kickstarter success turned out to be more damaging than failure. It would be easy to write a hit piece if James Wallis seemed to be taking some sort of wry joy in frustrating and enraging his backers, but the truth seems to be quite the opposite. The process of getting the core Alas Vegas product finished seems to have been a living nightmare for Wallis. It injured him in a way I’ve rarely seen in other Kickstarters – or perhaps which other Kickstarter project owners are simply less transparent about.

Bizarrely, one of the reasons I’d never fund another James Wallis-helmed Kickstarter is because part of me feels like it would be cruel to do so – enabling exactly the sort of agonising process that Alas Vegas took would do more damage to him than his project failing to fund in the first place. If I saw Wallis attempting another Kickstarter in future, I think I’d feel about as bad as I would if I witnessed him committing an act of public self-harm, because on a certain level that’s exactly what it would be.

The thing is, I don’t think Wallis is unique. The creative process is different for everyone, and for a very few it can seem, from the outside, little different from self-torture. The mistakes and questionable choices made during the Alas Vegas Kickstarter include some decisions which I cannot fathom the logic of, but also a great many which are completely understandable, and which other creators could well make in similar circumstances.

On top of that, I think a number of the issues the Kickstarter ran into arise not from any actual objective mistakes made by Wallis and are more of a byproduct of his preferred method of working not really being right for the Kickstarter format. Perhaps by telling this story, other creators can take this experience and apply it to their own projects and their creative process, and make a call on whether Kickstarter is actually the right platform for their ideas.

On the other hand, Wallis also made a number of unforced errors, and his behaviour towards his backers is about as far from “best practice” as it’s possible to get. I don’t think he is a scam artist or a fraudster, but I do think he’s deeply unreliable and highly unprofessional, and in particular exhibits avoidant behaviour which makes it very difficult to discuss matters with him when things are going wrong. This isn’t even an isolated incident – in the course of this saga we’ll encounter at least one situation where he exhibited all of those traits in relation to a completely different project.

In the unlikely event that Wallis attempts another crowdfunding project, I think people need to know how this one went so they can make an informed choice as to whether they support his future endeavours. Personally, I wouldn’t.

Continue reading “Kickstopper: Alas, Wallis – A Story of Bad Memories, Bad Luck & Bad Blood (Part 1)”

Scoring By the Sentence

Pantheon by Robin Laws is his entry in the New Style series of offbeat, experimental RPGs and storygames that Hogshead Publishing put out in the late 1990s and early 2000s. It’s a GMless game based around the Narrative Cage Match rules – a shared-narration system. The way it works is that you go around the table and each player takes it in turns to add a sentence to the story you are collectively telling together. You have certain constraints (for example, your sentence can mention your own character and one other player character directly, but can’t affect every PC all at once), but the main thing stopping you from just saying whatever you like is that each player has a pool of tokens they can use to launch a challenge.

Challenges work like this: everyone rolls 6D6 and sees how many matching numbers they get. They then bid tokens from their pool (which starts at 50) to auction the right to declare the “lucky number”. The winner of the contest is the person who has the largest set containing the “lucky number” (so if it’s 3 then the more 3s you rolled, the better off you are). The winner of the contest can choose to let the challenged sentence stand, or replace it with one mentioning the same PCs and including at least one noun or verb that was in the original sentence.

Everyone also has a selection of special tokens: your green token lets you auto-win an auction, your white one allows you to nominate someone else to win it, and your black one allows you to nuke someone’s sentence, skipping their go. (So far as I can tell, though, nothing stops the next person from reciting the exact same sentence…)

Play continues until only one PC survives or until only one PC has any normal tokens left. They get to wrap up the story in a single sentence – or, for every ten normal tokens they have left, they can add a bonus sentence.

Scoring then takes place, with players scoring points based on stuff that happened in the game; in general, the more genre-appropriate things happened, the better the score. This does mean that the survival of your PC isn’t necessarily your primary concern – if it would make sense in-genre for your PC to die in an appropriate way, having that happen may be the best way to score points.

After explaining these simple rules, the rest of the booklet provides a set of scenarios to use them with, ranging from highly detailed genre exercises with clear character roles to the title scenario, where you start out in the darkness before creation and the story will be about how the PC gods created the universe and defined themselves and all that good stuff: for that one only the absolute bare minimum information is given, since by that point you should be adept enough with the system to make a go of it without training wheels.

Now, the assumption is that you are going to play each of the scenarios at least once without anyone looking at the scoring sheets, though you can replay them with everyone having access to the scoring sheets if you wish – the main difference would be that with the goals visible to everyone they’re much more likely to twist the story in a direction to maximise their own score, whereas when the scores aren’t visible then everyone has to just guess what does and doesn’t earn them points. However, in giving Pantheon a test drive back in the day I found that if you don’t have the score sheet visible, it’s a little too easy for the game to drift in a direction where nobody ends up scoring very much at all – you’re too dependent on the group at the table accurately guessing what Robin Laws thinks is genre-appropriate action for the scenario in question. Perhaps the most vulnerable one to this is the Pantheon scenario itself; its initial premise is so extremely sparse that if the play group ends up producing an extremely unconventional creation myth then the scoring sheet may be mostly orthogonal to the action.

Another advantage of having the scoring sheet visible, of course, is that it’d allow you to keep track of your score as the game progressed; conversely, if you’re playing with the score sheet unseen, you’d need to remember what happened during the story, which depending on how long and how complex it got could be tricky. (Remember, how long the story is depends largely on how conservative people are about challenging, and what they bid in the auctions during challenges.) Heck, I can easily imagine a sufficiently hard-negotiated auction dragging on just long enough that the participants end up hazy on what the sentence under dispute actually was! In some respects Pantheon seems like it’s a game best played over internet chat, provided you had a trustworthy group in terms of their die rolls and keeping track of their token totals; alternately, you may wish to actually write out each sentence of the story as it’s laid down so as to maintain consistency.

The main restriction on Pantheon is its dependency on a prewritten score sheet; this is more acute if you prefer to play it without anyone seeing the score sheet the first time around you play a scenario, because then it means the scenario designer cannot participate in the game itself. To my knowledge, nobody’s ever bothered to come up with additional scenarios for it, or if they have they haven’t shared them on the Internet; one suspects that once you work through the scenarios in the book the Narrative Cage Match system exhausts its charm. Still, as an indie story game oddity it’s worth a look.

Ceasing to Be a Game

Michal Oracz’ De Profundis was first published by Portal in his native Poland, before an English translation was released by Hogshead Games as the last of their New Style line of highly experimental RPGs and storygames. In fact, De Profundis dispenses with so many of the accepted features of games that it’s an interesting philosophical question whether it’s a game at all.

De Profundis is an exercise in writing Lovecraftian epistolary fiction. You can play it with others by exchanging letters or play it solo; you can write from the perspective of a fictional character and/or set your letter in a historical time period if you wish, but you can also write as yourself in your own time period, and either way you are encouraged to use incidents in your own life for inspiration for supernatural portents or worse. Advanced play can include producing props and the like to send to your correspondents.

The thing is, the only thing which makes this a game as opposed to a group exercise in creative writing is that it declares itself a game. There really isn’t any particular means of impacting what someone chooses to write, and nothing constraining what you choose to write. The question of what exactly constitutes a game is a philosophically thorny one, but I would say that a game is distinguished within the broader category of “play activities” by structure, with said structure providing constraints which means that you cannot just make whatever move you like but are limited in your options. It doesn’t matter whether these constraints arise from the actions of other players or the rules or whatever – whether it’s “you can’t move into check on purpose” or “you must roll equal to or above the difficulty number on 1D20 plus stat plus skill”, these constraints are what I would regard as distinguishing a game from undirected play.

As it stands, De Profundis is a creative writing exercise, and one not necessarily without merit. I am greatly reminded of the Slenderman craze online, in which various blogs and vlogs picked up bits of the myth from each other and developed and propagated them much like a very large, public game of De Profundis – except the responsible parties there didn’t think of it as a game so much as a creative endeavour. There’s something strangely appropriate about the New Style line ending by abandoning games altogether.

Costikyan’s Ugly Rant

Violence: the Roleplaying Game of Egregious Bloodshed is satire, and transparently. unsubtly so. In some respects it was quite forward-thinking: the utter pay-to-win scam of its experience point system, for instance, recalls some of the ways in which free-to-play MMORPGs would find to monetise themselves decades later. (Violence was published in 1999.) In other respects, it’s a grumpy, mean-spirited attack on a style of gaming which was actually on the back foot when it came out in the first place: to be specific, it’s bashing a particular approach to playing Dungeons & Dragons which wasn’t even in vogue among Dungeons & Dragons players and designers at the time.

Penned by Greg Costikyan under the pseudonym Designer X, Violence was put out in Hogshead Publishing’s New Style line of arthouse indie-style games. This was the same line which included John Tynes’ Power Kill, which also took an obnoxiously simplistic slam at an obnoxiously simplistic parody of what D&D players actually wanted. During James Wallis’ time at the helm of Hogshead he was constantly claiming to be working on FRUP, a parody RPG based around a world where the three core AD&D rulebooks had fallen from the sky and had been adopted as holy writ.

Between all this, you can be forgiven for wondering whether Hogshead had some sort of ragingly hot hate-boner for AD&D. If it did, it wouldn’t exactly be a boner without an ulterior motive, seeing how Hogshead’s flagship product was WFRP, a competitor for the same fantasy RPG market as Dungeons & Dragons. However, the thing about Power KillViolence, and what little we know of FRUP is that they were largely taking aim at a style of D&D play which wasn’t even in-vogue at the time – the mindless hack-and-slash crawl through a dungeon, killing everything you encounter and taking its treasure.

It is a style which has, perhaps, historically been over-represented when it comes to convention and game store play, simply because it’s far more suited to the particular issues in those environments (like lacking a consistent, week on week player group and the necessity of getting a sufficient chunk of gaming in within a set time slot), but it would be a profound mistake to assume that public play is representative of play as a whole. (In general, I find that game store, club and convention play is the thing you do when you have no better alternative.)

It is also a style which, though it’s been parodied and mocked more or less as long as Dungeons & Dragons has been a thing, extremely few people seem to actually espouse or play for a long period of time – some people go through it as a phase, but many never do. It certainly isn’t representative of how Dungeons & Dragons was actually played in its earliest days, as testimony from gamers of the era and the reconstruction work by the OSR has widely established. Even the OSR doesn’t advocate the hack-and-slash approach very much – out of the diversity of game styles the OSR has offered up, the most authentically “old school” seems to be based around keeping your wits about you and making the strategic decision to avoid combat and regard it as a failure state unless you are able to establish a decisive advantage. Play your average Lamentations of the Flame Princess module in a full on hack-and-slash style, for instance, and your character will likely come to an incredibly bad end.

Most of all, it’s a style of gaming which Dungeons & Dragons itself hadn’t actually been endorsing or promoting for literally over a decade by the point that Violence came out, with the mid-1980s unveiling of Dragonlance arguably being the stage when D&D went all-out for a “fantasy heroes on an epic quest” model for the assumed basis of campaign play rather than “fantasy mercenaries out for personal enrichment”. As far as criticism of 1999-vintage D&D goes, Violence is pretty weaksauce, given the diversity of settings (and associated assumed play styles) TSR was intent on offering.

The fact is that the hack-and-slash masters were already leaving the hobby in droves during the 1990s, were briefly retained by certain styles of play around 3rd edition D&D in the 2000s, but by now are largely a solved problem. The increasing effectiveness of videogames at providing a hacky-slashy wonderland of guilt-free killing and looting (with a social aspect if you dip your toe into MMOs) is largely responsible.

Ultimately, these days if you want a hack-and-slash game, a tabletop RPG is a decidedly suboptimal solution when you could be playing a videogame (or one of many dungeoneering-themed boardgames) instead, and that’s been the case since, oh, several years before Violence came out anyway. A computer can handle larger battles with far more consistent application of rules than a human referee can, after all. Whilst there may be some gamers who go through hack-and-slash phases, and a few benighted souls who, shunned by other groups, gravitate into clusters of their own where they do the kill-and-loot cycle all day long at the tabletop, the fact is that characterising them as the majority, or even a considerable minority, of the tabletop RPG hobby these days is not really accurate, and it was already ceasing to be the case when Violence came out.

The people who are still playing RPGs are to a large extent doing so because they want something more than mere hack and slash – and given that many new entrants to the RPG hobby these days are coming to it via Actual Play podcasts and livestreams and the like in the Critical Role mode, the new generation of gamers have been drawn into the hobby based on a range of good examples of non-hack-and-slash play. From the perspective of today, Violence resembles an angry rant at what is basically a solved problem; back in 1999, it was an angry rant aimed at people whose primary sin is that their sense of fun was not that compatible with Costikyan’s or Wallis’s.

Another thing that’s rather tedious about Violence – aside from the open contempt expressed for large sections of the hobby and the skeevy rape and BDSM jokes – is that it’s basically a long-form version of a joke that the New Style line had already told. The basic premise of Violence is that you’re playing a thuggish character who’s going around kicking in doors, killing the inhabitants of rooms and taking their stuff, only the doors are in inner city apartment buildings instead of dungeons and the inhabitants are various innocents, criminals, and fellow kill-crazed murder-bunnies alike.

This is making the exact same point that Power Kill was making, except far longer and much less cleverly. Specifically, the point is that if you change the entire context of a player character’s actions – culturally, historically, in terms of their personal background and in terms of the adversaries they face and the nature thereof – then suddenly they seem monstrous. Well, no shit. To be honest, the PCs in zero-plot zero-motivation hack-fests are pretty obviously mercenary shitbags even without this analysis. Violence ultimately doesn’t offer anything that Power Kill didn’t as far as commentary goes, and whilst in principle there’s a game you could attempt to play here, the screed is so obviously intended as a thought experiment (and the game design is so deliberately shitty for parody purposes) that actually playing the damn thing is nigh-unthinkable and wouldn’t really illuminate any points that just reading Violence wouldn’t avoid.

To give Power Kill slightly more slack than I usually do, I will give it this: its structure at least admits the possibility that even when you change up the context, the player characters were behaving in as moral and as upstanding and as helpful and as constructive a way as they could be reasonably have expected to, considering their beliefs about the situation placed in front of them. It doesn’t begin from the assumption that you are a shitty person who plays or runs shitty games.

Violence, on the other hand, goes out of its way to insult a class of RPG gamer who, as I argue above, had already become largely irrelevant to the hobby and who has become increasingly irrelevant since, and who odds are would never bother to read Violence in the first place anyway. The people who, in 1999’s RPG market, were most likely to read Violence were people who already considered themselves above the people who play that sort of hack-fest, and who would derive a nauseating sense of self-satisfaction from reading it and imagining how superior they were to such players, like a microcosm of nerd culture’s general tendency towards declaring itself superior to all those jocks and other high school cliques.

The fact is that screaming your head off about how something is badwrongfun is never a good look, and that is what Violence boils down to: the grumpy rant of a game designer who, whilst talented, seems bitter that they never got to get a big fat iD Software paycheque peddling ultraviolence to videogamers like Sandy Petersen did.

Once Upon a Time By Proxy

One of the more revolutionary accomplishments of Hogshead Publishing back in the 1990s was the New Style line of brief pamphlets offering extremely innovative RPGs and story games – major experiments often moving entirely out of the traditional tabletop RPG format and forming a precursor to the wave of indie RPGs and storygames that would be unleashed in the subsequent decade by the Forge.

The premier release in the line was James Wallis’ The Extraordinary Adventures of Baron Munchausen, a second, expanded edition of which he issued through his own Magnum Opus Press in 2008 and a third edition of which was published by Fantasy Flight Games in 2016. Each new edition has largely reprinted the text of the previous edition and then tacked on a number of new variants of the game; the third edition, to my eyes, doesn’t do much beyond offering up an incoherent babble of fairly facile reskins of the basic concept for different genres, a task eminently doable by any reasonably skilled playing group for themselves once the basic concept is mastered. The version reviewed here is the 2nd Edition, from Magnum Opus Press.

Interestingly, though it is devoid of dice rolls, is based almost entirely around improvised storytelling, and is entirely GM-less, arguably Baron Munchausen remains an RPG, albeit one which bears almost no resemblance to the traditional RPG format, since it retains the presumption that each of the players is playing a role – namely, the PCs are 18th Century nobles (or at least purported nobles) regaling their peers with tall tales of their exploits. Each person takes a turn to tell a tale, the premise of which is presented to them by one of the other players (story seeds based on the good Baron’s own adventures having been provided in an appendix for the aid of those who cannot think of one on the fly). Each player has a certain number of coins, which they can use to challenge the facts of another player’s story, forcing them to either up the ante with their own coins and refuse to concede the point or accept the coin and come up with some explanation for the disparity in their narrative. After all have told their stories, everyone votes on who told the best story, on a basis of one coin held equals one vote; the winner buys drinks for all and another round is held if the group likes.

What is mostly clever and innovative about Baron Munchausen is its presentation, the game being written as though it were penned by the good Baron himself. Whilst I suspect most actual play will find participants referring primarily to the brief summary of the rules, providing them with the Baron’s full digressions, diversions, anecdotes and wool-gathering is a really nice way to set the assumed tone of the material. There are points where Wallis slightly overdoes it, but by and large the prose of the game is nice to read.

In terms of game mechanics, what’s mostly interesting about it is that it’s essentially a simplified, cardless riff on Once Upon a Time, the fairytale storytelling card game that Wallis co-designed with Andrew Rilstone and Richard Lambert in the early 1990s. Whereas in Once Upon a Time the cards provide the players with an endpoint they must reach and factors they must work into their stories, in Baron Munchausen all these are provided by the interjection of other players, and whereas in Once Upon a Time everyone’s competing for control of the same story, here everyone has their own story and there is a voting phase to see which is best – but the familial links between the games are evident.

My major gripe with Munchausen is the inclusion of the duelling rules. If sufficiently insulted, or if they run out of coins entirely but do not want to back down on a confrontation, a player can fight a duel with another player; this is done by rock-paper-scissors, and the loser of the duel is out of the game entirely. This can happen even if they haven’t even got to tell their story yet, and means that if you’re feeling competitive enough to go for the win and you reckon your story was weak enough that you have little hope of being voted the winner, there’s no point not immediately picking duels to see if you can’t get a win by sheer chance.

In general I consider it poor game design to give the players the option to do something which clearly wouldn’t be fun for anyone, especially when it’s not-fun in a way which sabotages the main point of the game: the duelling mechanic allows players to knock each other out of the game on a more or less entirely arbitrary, random basis, doing an end-run around the entire storytelling process which is meant to be the point of the exercise. By and large, the duelling rules are greatly to the detriment to the game, and it’s a mark against Wallis’ credentials as a game designer that he has kept them in place for multiple editions.

Deeper Into the Empire

OK; maybe in my previous look at 1st edition WFRP adventures I was a little harsh, though when you’re setting material like the Doomstones nonsense against the excellence of Shadows Over Bögenhafen it can be easy to lose perspective. Having given a second look to some of the material from the period, I think there’s actually more gems from back then than I gave it credit for.

Continue reading “Deeper Into the Empire”

Tomes of Realms

In both 1st and 2nd edition, some of the most absolutely beloved supplements for WFRP have been big, thick explorations of the unique metaphysic of the Warhammer world. It’s that cosmology, after all, which gives rise to the conventional religions of the setting, the ways of magic, and the forces of Chaos – all three, in fact, are manifestations of the Warp, just as they are in Warhammer 40,000 or Age of Sigmar. A close look at these supplements therefore seems in order if we’re going to hope for suitable sequels for 4th edition.

Continue reading “Tomes of Realms”

Apocryphal Pick-and-Mix

The publication history of WFRP 1st edition materials is pretty wrinkled – a range of products that had been put out under Games Workshop or Flame Publications saw reprints under Hogshead Publishing, but others weren’t – Hogshead opting instead to skim off the cream, leave some perhaps less-than-stellar material behind, and cobble the best bits together in various Apocrypha collections, although ultimately only two were published.

Apocrypha Now!

Largely cobbled together out of little articles here and there – some from the pages of White Dwarf magazine, others from previous WFRP releases like The Restless Dead – Apocrypha Now! incorporates useful commentary on and expansion of the 1st edition rules, deeper pointers on roleplaying nonhumans along with some juicy Dwarf, Elf, and Halfling-specific careers (and details on playing Gnomes), and a brace of locations you can drag and drop into your campaign as the situation demands. (This includes two nicely fleshed-out adventures centred on nights at an inn – Night of Blood and A Rough Night at the Three Feathers – which had previously been reprinted in The Restless Dead, though the versions given here thankfully lack the unnecessary clutter of the pointers on how to integrate them into the Enemy Within campaign, or the token effort to turn them into episodes in a campaign spuriously stringing all the adventures in The Restless Dead together.)

Apocrypha 2: Chart of Darkness

Split between original articles (like some nice in-depth looks at funerary traditions and crime and punishment in the Empire) and reprinted material, this 2000 collection is much in the same vein as the previous one. Between this and the previous one you more or less get all the material worth reprinting from The Restless Dead (without, like I said, the unnecessary clutter of trying to tie them all together into one campaign or The Enemy Within), plus more besides.